This document discusses various affordable and accessible ways to incorporate STEM education through technology. It describes how digital design software, 3D printers, touchscreens, and adaptive apps can be used to create tactile diagrams, models, and interactive learning experiences. Specialized tools like the 3D Doodler allow both educators and students to physically draw in 3D and create shapes and objects for hands-on learning. The document advocates for playing with and adapting consumer technologies to make STEM more inclusive and personalized.
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